-- Persona Support --

if not srb2p return end

charStats["flchan"] = {
	name = "FL Chan",
	basehp = 52,
	basesp = 90,
	persona = "sirius",
	melee_natk = "flchan_atk1",
	melee_satk = "flchan_atk2",
	supercolor_start = SKINCOLOR_SUPERPERIDOT1,
	atk = 25,
	acc = 75,
	crit = 5,
	anim_stand = {SPR_PLAY, A, 8, "SPR2_STND"},
	anim_stand_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_stand_bored = {SPR_PLAY, A, B, 15, "SPR2_WAIT"},
	anim_guard = {SPR_PLAY, C, 2, "SPR2_RUN"},
	anim_move = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_WALK"},
	anim_run = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_RUN"},
	anim_atk = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_ROLL"},
	anim_aoa_end = {SPR_PLAY, H, G, F, E, D, C, B, A, 2, "SPR2_ROLL"},
	anim_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getdown = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_downloop = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getup = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_death = {SPR_PLAY, A, 30, "SPR2_DEAD"},
	anim_revive = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_evoker = {SPR_PLAY, A, 20, "SPR2_BACT"},
	anim_evoker_shoot = {SPR_PLAY, B, 20, "SPR2_BACT"},
	anim_special1 = {SPR_PLAY, A, B, C, D, E, 2, "SPR2_MICG"},
	anim_special3 = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_CNT4"},
	anim_special4 = {SPR_PLAY, A, 8, "SPR2_SONG"},
	anim_special5 = {SPR_PLAY, B, 8, "SPR2_SONG"},
	
	vfx_summon = {},
    vfx_skill = {},
    vfx_item = {},
    vfx_hurt = {},
    vfx_hurtx = {},
    vfx_die = {},
    vfx_heal = {},
    vfx_healself = {},
    vfx_kill = {},
    vfx_1more = {},
    vfx_crit = {},
    vfx_aoaask = {},
    vfx_aoado = {},
    vfx_aoarelent = {},
    vfx_miss = {},
    vfx_dodge = {},
    vfx_win = {},
    vfx_levelup = {},
	
	icon = "ICO_FLCH",
	hudbust = "H_FLCBAR",
	hudaoa = "H_FLCAOA",
	aoa_quote = "Let's make these guys \nchange their tune!",
	hudcutin = "FLCH_A",
	tip = "This cutie learns Psy, Bless, and Elec \nalong with status spells capable of \nboosting her damage output. Her \nall-stat buffs can be a big help for \nthe right teammates. And you can't \ngo wrong with an extremely high SP!"
}

personaList["sirius"] = {
	name = "Sirius",
	arcana = ARCANA_MOON,
	sprite = SPR_SIRI,
	startframe = 0,
	anim_idle = {SPR_SIRI, A, B, C, D, E, F, 10},
	anim_atk = {SPR_SIRI, A, G, H, I, J, K, H, 2},
	strength = 3,
	magic = 10,
	endurance = 5,
	luck = 9,
	agility = 13,
	weak = ATK_SLASH|ATK_NUCLEAR, -- She hates it when the music suddenly cuts off. Also, Nuke is the only thing I can't make a music/dancing-based joke for.
	resist = ATK_FIRE, -- While the mixtape may be fire, hers will always be even more fire 
	block = ATK_BLESS, -- She's used to partying with bright lights
	repel = ATK_PSY, -- She converts Psy energy into lofi hip-hop

	skills = {
		{"psi", 1}, {"foolish whisper", 2},
		{"kouga", 5}, {"marin karin", 10},
		{"ziodyne", 15}, {"pulinpa", 20},
		{"heat riser", 25}, {"invigorate 1", 30},
		
		{"mapsi", 31, "psi"}, {"makajamon", 32, "foolish whisper"},
		{"makouga", 35, "kouga"}, {"sexy dance", 40, "marin karin"},
		{"maziodyne", 45, "ziodyne"}, {"tentarafoo", 50, "pulinpa"},
		{"cheer", 55, "heat riser"}, {"invigorate 2", 60, "invigorate 1"},
	},
}

-- Bionis support
if bionis then
	personaList["sirius"].drain = ATK_WATER -- Since she dances all the time, she appreciates a drink of water
end

-- Her melee attack (a modified version of Heat Wave)
attackDefs["flchan_atk1"] = {
	name = "Mic Drop",
	type = ATK_STRIKE,
	power = 45,
	accuracy = 999,
	statuschance = 5,
	status = COND_SHOCK,
	costtype = CST_HP,
	cost = 0,
	desc = "A hard-hitting beat in \nthe truest sense.\nMay inflict shock.",
	target = TGT_ALLENEMIES,
	technical = COND_SILENCE,
	physical = true,
	anim_norepel = true,
	anim = function(mo, targets, hittargets, timer)
		if timer == TICRATE/3
			ANIM_set(mo, mo.anim_special1, false)
		end
		if timer == TICRATE/2
		or timer == TICRATE/2 + 8
			if timer == TICRATE/2
				localquake(mo.battlen, 30*FRACUNIT, 5)
				playSound(mo.battlen, sfx_pstop)
			end
			local ang = 0
			for i = 1, 24 do
				local m = P_SpawnMobj(mo.x, mo.y, mo.z, MT_DUMMY)
				m.state = S_MUSICNOTE2
				m.scale = FRACUNIT/2
				m.fuse = TICRATE
				m.destscale = FRACUNIT*4
				m.friction = FRACUNIT
				m.angle = ang
				P_InstaThrust(m, m.angle, 50*FRACUNIT)
				m = P_SpawnMobj(mo.x, mo.y, mo.z, MT_DUMMY)
				m.state = S_QUICKBOOM1
				m.scale = FRACUNIT
				m.fuse = TICRATE
				m.friction = FRACUNIT
				m.destscale = FRACUNIT*4
				m.angle = ang
				m.color = SKINCOLOR_LAVENDER
				P_InstaThrust(m, m.angle, 60*FRACUNIT)
				for i = 1, 8
					m = P_SpawnMobj(mo.x, mo.y, mo.z + (mo.height*2), MT_DUMMY)
					m.state = S_MUSICNOTE1
					m.fuse = TICRATE
					m.friction = FRACUNIT
					m.scale = FRACUNIT
					m.destscale = FRACUNIT*4
					m.angle = ang + P_RandomRange(-15, 15)*ANG1
					P_InstaThrust(m, m.angle, 50*FRACUNIT + P_RandomRange(-16, 16)*FRACUNIT)
				end
				ang = $ + (360/24)*ANG1
			end
		end
		if timer == TICRATE/2 + 10
			for k,v in ipairs(hittargets)
				damageObject(v)
			end
		end
		if timer == TICRATE*2
			return true
		end
	end,
}

-- It's pretty much Heat Riser, but it affects all allies (seriously, how is this NOT in the base game)
attackDefs["cheer"] = {
	name = "Cheer",
	type = ATK_SUPPORT,
	costtype = CST_SP,
	cost = 48,
	desc = "Raise all allies' stats by \n1 stage. GO TEAM!",
	target = TGT_ALLALLIES,
	superbuff = true,
	nocast = 	function(targets, n)
					local target = targets[n]
					if target.buffs["atk"][1] >= 75
					and target.buffs["mag"][1] >= 75
					and target.buffs["agi"][1] >= 75
					and target.buffs["def"][1] >= 75
						BTL_logMessage(targets[1].battlen, "Limit reached!")
						return true
					end
				end,
	anim = function(mo, targets, hittargets, timer)
		for i = 1, #targets do
			local target = targets[i]
			local colors = {SKINCOLOR_ORANGE, SKINCOLOR_TEAL, SKINCOLOR_LAVENDER, SKINCOLOR_EMERALD}
			if timer == 20
				if target.skin ~= "flchan" then
					ANIM_set(mo, mo.anim_special3, true)
				end
			end
			if timer == 20 + (i-1)*16
				playSound(mo.battlen, sfx_buff)
				buffStat(target, "atk")
				buffStat(target, "mag")
				buffStat(target, "def")
				buffStat(target, "agi")
				BTL_logMessage(targets[1].battlen, "All stats increased!")
				for i = 1,16
					local dust = P_SpawnMobj(target.x, target.y, target.z, MT_DUMMY)
					dust.angle = ANGLE_90 + ANG1* (22*(i-1))
					dust.state = S_CDUST1
					P_InstaThrust(dust, dust.angle, 30*FRACUNIT)
					dust.color = SKINCOLOR_WHITE
					dust.scale = FRACUNIT*2
				end
			elseif timer > 20 + (i-1)*16 and timer <= 50 + (i-1)*16
				if leveltime%2 == 0
					for i = 1,16
						local thok = P_SpawnMobj(target.x+P_RandomRange(-70, 70)*FRACUNIT, target.y+P_RandomRange(-70, 70)*FRACUNIT, target.z+P_RandomRange(0, 50)*FRACUNIT, MT_DUMMY)
						thok.state = S_CDUST1
						thok.momz = P_RandomRange(3, 10)*FRACUNIT
						thok.color = SKINCOLOR_WHITE
						thok.tics = P_RandomRange(10, 35)
						thok.scale = FRACUNIT*3/2
					end
				end
				for i = 1, 8
					local thok = P_SpawnMobj(target.x+P_RandomRange(-70, 70)*FRACUNIT, target.y+P_RandomRange(-70, 70)*FRACUNIT, target.z+P_RandomRange(0, 50)*FRACUNIT, MT_DUMMY)
					thok.sprite = SPR_SUMN
					thok.frame = F|FF_FULLBRIGHT|TR_TRANS50
					thok.momz = P_RandomRange(6, 16)*FRACUNIT
					thok.color = colors[P_RandomRange(1, #colors)]
					thok.tics = P_RandomRange(10, 35)
				end
			end
		end
		if timer == 60 + (#targets-1)*16
			return true
		end
	end,
}

-- Yes, I really made this a thing (V1.3 Note: While she no longer has sleep skills, I kept this in the game anyway as a skill card) 
attackDefs["asmr"] = {
	name = "ASMR",
	type = ATK_SUPPORT,
	power = 0,
	accuracy = 25,
	statuschance = 25,
	status = COND_SLEEP,
	costtype = CST_SP,
	luckbased = true,
	cost = 12,
	desc = "Low chance of inflicting \nSleep on all enemies.",
	target = TGT_ALLENEMIES,
	anim = function(mo, targets, hittargets, timer)
			for i = 1, #hittargets
				local target = hittargets[i]
				local t = timer - (i-1)*6
				if t == 10
					playSound(mo.battlen, sfx_absorb)
				end
				if t <= 30
					local thok = P_SpawnMobj(target.x+P_RandomRange(-70, 70)*FRACUNIT, target.y+P_RandomRange(-70, 70)*FRACUNIT, target.z+P_RandomRange(0, 50)*FRACUNIT, MT_DUMMY)
					thok.state = S_CDUST1
					thok.momz = P_RandomRange(3, 10)*FRACUNIT
					thok.color = SKINCOLOR_SILVER
					thok.tics = P_RandomRange(10, 35)
					thok.scale = FRACUNIT*3/2
				end
				if t == 20
					damageObject(target)
				end
			end
			if timer == 42 + (#hittargets-1)*6
				return true
			end
	end,
}

-- Super Attack (It's a modified Howling).
attackDefs["flchan_atk2"] = {
	name = "Siren Song",
	type = ATK_ALMIGHTY,
	power = 650,
	accuracy = 999,
	costtype = CST_HP,
	statuschance = 100,
	status = COND_SILENCE,
	cost = 0,
	physical = true,
	critical = 5,
	desc = "Severe Almighty damage to\nall enemies. Always \ninflict Silence.",
	target = TGT_ALLENEMIES,
	anim = function(mo, targets, hittargets, timer)

		local avgx, avgy = 0, 0
		for i = 1, #targets
			avgx = $ + targets[i].x/FRACUNIT
			avgy = $ + targets[i].y/FRACUNIT
		end
		avgx = ($/#targets)	*FRACUNIT
		avgy = ($/#targets)	*FRACUNIT

		local cam = server.P_BattleStatus[mo.battlen].cam

		if timer == 1
			mo.oldangle = mo.angle

			-- get average of our targets

			mo.angle = R_PointToAngle2(mo.x, mo.y, avgx, avgy)
			local tgtx = mo.x + 256*cos(mo.angle)
			local tgty = mo.y + 256*sin(mo.angle)

			P_TeleportMove(cam, tgtx, tgty, mo.z + FRACUNIT*16)
			cam.angle = R_PointToAngle2(cam.x, cam.y, mo.x, mo.y)	-- face me!
			CAM_stop(cam)
			ANIM_set(mo, mo.anim_special4)	-- Getting the mic out

		elseif timer == TICRATE
			ANIM_set(mo, mo.anim_special5)	-- Singing
			local thean = mo.angle
			local tgtx = avgx + 512*cos(thean)
			local tgty = avgy + 512*sin(thean)

			playSound(mo.battlen, sfx_csimia)
			localquake(mo.battlen, FRACUNIT*64, 10)

			CAM_goto(cam, tgtx, tgty, mo.z + FRACUNIT*128, FRACUNIT*20)

			--CAM_angle(cam, thean)

		elseif timer >= TICRATE
		and timer <= TICRATE*3

			if leveltime%5 == 0
				local d = P_SpawnMobj(mo.x, mo.y, mo.z + FRACUNIT*64, MT_THOK)
				d.state = S_HOWL1
				d.color = SKINCOLOR_AETHER
				d.angle = mo.angle + ANG1*90
				d.scale = mo.scale*2
				d.destscale = mo.scale*7
				d.scalespeed = FRACUNIT/4
				P_InstaThrust(d, mo.angle, FRACUNIT*32)
			end

		elseif timer == TICRATE*3 + 1
			for i = 1, #hittargets
				damageObject(hittargets[i])
			end
		elseif timer == TICRATE*4
			return true
		end
	end,
}

-- Allows other players to use Cheer
itemDefs["pom-poms"] = {
	name = "Pom-Poms",
	desc = "Raise all allies' stats by \n1 stage. GO TEAM!",
	nouse = true,
	attack = "cheer",
}

-- The higher you go, the less chance you have of getting the item
table.insert(tartarus_items[1], {"pom-poms", 30})
table.insert(tartarus_items[blockfloor[BLOCK_YABBASHAH]], {"pom-poms", 20})
table.insert(tartarus_items[blockfloor[BLOCK_HARABAH]], {"pom-poms", 10})

-- Allows other players to be ASMRtists
table.insert(DNG_skillcards[2], "asmr")
table.insert(DNG_skillcards[blockfloor[BLOCK_ARQA]], "asmr")
table.insert(DNG_skillcards[blockfloor[BLOCK_TZIAH]], "asmr")
table.insert(DNG_skillcards[blockfloor[BLOCK_HARABAH]], "asmr")

-- Stuff for the battles
enemyList["flchan_tier1"] = {
	name = "FL Chan?",
	skillchance = 90,	-- /100, probability of using a skill
	level = 30,
	hp = 2000,
	sp = 1500,
	strength = 25,
	magic = 28,
	endurance = 20,
	agility = 23,
	luck = 29,
	melee_natk = "flchan_atk1",
	boss = true,
	thinker = generalEnemyThinker,
	skin = "flchan",
	color = SKINCOLOR_BLACK,
	hudcutin = "FLCH_A",
	weak = ATK_SLASH|ATK_NUCLEAR,
	resist = ATK_FIRE,
	block = ATK_BLESS,
	repel = ATK_PSY,
	persona = "sirius",
	
	anim_stand = {SPR_PLAY, A, 8, "SPR2_STND"},
	anim_stand_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_stand_bored = {SPR_PLAY, A, B, 15, "SPR2_WAIT"},
	anim_guard = {SPR_PLAY, C, 2, "SPR2_RUN"},
	anim_move = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_WALK"},
	anim_run = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_RUN"},
	anim_atk = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_ROLL"},
	anim_aoa_end = {SPR_PLAY, H, G, F, E, D, C, B, A, 2, "SPR2_ROLL"},
	anim_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getdown = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_downloop = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getup = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_death = {SPR_PLAY, A, 30, "SPR2_DEAD"},
	anim_revive = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_evoker = {SPR_PLAY, A, 20, "SPR2_BACT"},
	anim_evoker_shoot = {SPR_PLAY, B, 20, "SPR2_BACT"},
	anim_special1 = {SPR_PLAY, A, B, C, D, E, 2, "SPR2_MICG"},
	anim_special3 = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_CNT4"},
	
	skills = {"psi", "foolish whisper", "kouga", "marin karin", "ziodyne", "pulinpa", "heat riser", "invigorate 1"},
	
}

enemyList["flchan_tier2"] = {
	name = "FL Chan?",
	skillchance = 90,	-- /100, probability of using a skill
	level = 60,
	hp = 4000,
	sp = 2500,
	strength = 45,
	magic = 48,
	endurance = 40,
	agility = 43,
	luck = 40,
	melee_natk = "flchan_atk1",
	thinker = generalEnemyThinker,
	boss = true,
	skin = "flchan",
	color = SKINCOLOR_BLACK,
	hudcutin = "FLCH_A",
	weak = ATK_SLASH|ATK_NUCLEAR,
	resist = ATK_FIRE,
	block = ATK_BLESS,
	repel = ATK_PSY,
	persona = "sirius",
	
	anim_stand = {SPR_PLAY, A, 8, "SPR2_STND"},
	anim_stand_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_stand_bored = {SPR_PLAY, A, B, 15, "SPR2_WAIT"},
	anim_guard = {SPR_PLAY, C, 2, "SPR2_RUN"},
	anim_move = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_WALK"},
	anim_run = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_RUN"},
	anim_atk = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_ROLL"},
	anim_aoa_end = {SPR_PLAY, H, G, F, E, D, C, B, A, 2, "SPR2_ROLL"},
	anim_hurt = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getdown = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_downloop = {SPR_PLAY, A, 8, "SPR2_PAIN"},
	anim_getup = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_death = {SPR_PLAY, A, 30, "SPR2_DEAD"},
	anim_revive = {SPR_PLAY, A, 1, "SPR2_SPNG"},
	anim_evoker = {SPR_PLAY, A, 20, "SPR2_BACT"},
	anim_evoker_shoot = {SPR_PLAY, B, 20, "SPR2_BACT"},
	anim_special1 = {SPR_PLAY, A, B, C, D, E, 2, "SPR2_MICG"},
	anim_special3 = {SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_CNT4"},
	
	skills = {"mapsi", "makajamon", "makouga", "sexy dance", "maziodyne", "tentarafoo", "cheer", "invigorate 2"},
	
}

enemyList["metalsonic_fl2"] = {
	name = "Metal Sonic?",
	skillchance = 95,	-- /100, probability of using a skill
	level = 60,
	hp = 1950,
	sp = 2000,
	strength = 45,
	magic = 36,
	endurance = 38,
	agility = 30,
	luck = 25,
	melee_natk = "metal_atk1",
	thinker = generalEnemyThinker,
	boss = true,
	skin = "metalsonic",
	color = SKINCOLOR_BLACK,
	hudcutin = "MSON_A",
	weak = ATK_ELEC|ATK_BLESS,
	resist = ATK_STRIKE|ATK_PIERCE|ATK_SLASH|ATK_NUCLEAR,
	persona = "palladion",
	
		anim_stand = 		{SPR_PLAY, A, 8, "SPR2_STND"},		-- standing
		anim_stand_hurt =	{SPR_PLAY, A, 1, "SPR2_STND"},		-- standing (low HP)
		anim_stand_bored =	{SPR_PLAY, A, B, A, B, A, B, A, B, 10, "SPR2_WAIT"},	-- standing (rare anim)
		anim_guard = 		{SPR_PLAY, A, 1, "SPR2_WALK"},		-- guarding
		anim_move =			{SPR_PLAY, A, 2, "SPR2_WALK"},		-- moving
		anim_run =			{SPR_PLAY, A, 2, "SPR2_RUN"},	-- guess what
		anim_atk =			{SPR_PLAY, A, B, C, D, E, 1, "SPR2_ROLL"},	-- attacking
		anim_aoa_end =		{SPR_PLAY, E, D, C, B, A, 1, "SPR2_ROLL"},	-- jumping out of all-out attack
		anim_hurt =			{SPR_PLAY, A, 35, "SPR2_PAIN"},		-- taking damage
		anim_getdown =		{SPR_PLAY, A, 1, "SPR2_PAIN"},		-- knocked down from weakness / crit
		anim_downloop =		{SPR_PLAY, A, 1, "SPR2_PAIN"},		-- is down
		anim_getup =		{SPR_PLAY, A, B, C, D, E, F, 1, "SPR2_ROLL"},		-- gets up from down
		anim_death =		{SPR_PLAY, A, 30, "SPR2_DEAD"},		-- dies
		anim_revive =		{SPR_PLAY, A, B, C, D, E, F, 1, "SPR2_ROLL"},		-- gets revived
		anim_evoker = 		{SPR_PLAY, A, 8, "SPR2_SPNG"},

		anim_special1 =		{SPR_PLAY, A, 2, "SPR2_SPNG"},	-- charge
		anim_sepcial2 =		{SPR_PLAY, A, 2, "SPR2_DASH"},	-- dash
		
		vfx_summon = {"sfx_mssum1", "sfx_mssum2"},
        vfx_skill = {"sfx_msskl1", "sfx_msskl2"},
        vfx_item = {"sfx_mssum1", "sfx_mssum2"},
        vfx_hurt = {"sfx_mshrt1", "sfx_mshrt2"},
        vfx_hurtx = {"sfx_msskl2"},
        vfx_die = {"sfx_msmis1"},
        vfx_heal = {"sfx_mssum1", "sfx_mssum2"},
        vfx_healself = {"sfx_mssum1", "sfx_mssum2"},
        vfx_kill = {"sfx_mssum1", "sfx_mssum2"},
        vfx_1more = {"sfx_msdge1"},
        vfx_crit = {"sfx_msskl2"},
        vfx_aoaask = {"sfx_msaoi1"},
        vfx_aoado = {"sfx_msskl2"},
        vfx_aoarelent = {"sfx_msmis1"},
        vfx_miss = {"sfx_msmis1"},
        vfx_dodge = {"sfx_msdge1"},
        vfx_win = {"sfx_mswin1"},
        vfx_levelup = {"sfx_mswin1"},
	
	skills = {"masukukaja", "freila", "marakukaja", "matarukaja", "dekunda", "gigantic fist", "power charge", "heat wave"},
}

-- Battles
BTL_challengebtllist[#BTL_challengebtllist+1] = {
	name = "FL Chan (Tier I)",
	description = {"Fight FL Chan with all", "of her Tier I skills."},
	level = 30,
	music = "MBOSS1",
	time = TICRATE*600,
	items = {{"dekaja gem", 2}, {"me patra gem", 5}, {"silvercombiring", 1}, {"1up", 4}, {"pom-poms", 3}, {"snuffsoul", 8}},
	subpersonas = nil,
	waves = {
		{"flchan_tier1"}
	},
}

BTL_challengebtllist[#BTL_challengebtllist+1] = {
	name = "FL Chan (Tier II)",
	description = {"Fight FL Chan with all", "of her Tier II skills AND", "with Metal Sonic in tow."},
	level = 60,
	music = "EADVN1",
	time = TICRATE*900,
	items = {{"dekaja gem", 2}, {"me patra gem", 5}, {"hypercombiring", 1}, {"super1up", 4}, {"pom-poms", 3}, {"chewing soul", 8}},
	subpersonas = nil,
	waves = {
		{"flchan_tier2", "metalsonic_fl2"}
	},
}